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Jan 31, 2021 at 8:23 vote accept anonymous
Jun 5, 2019 at 6:00 history tweeted twitter.com/StackGameDev/status/1136150866740817922
Jun 1, 2019 at 22:29 answer added Theraot timeline score: 2
Jun 1, 2019 at 22:04 answer added Turms timeline score: 3
Jun 1, 2019 at 20:17 comment added trollingchar In games, positions and velocities are usually changing all the time, especially when a game has physics and collisions (and given that it has gravity it almost certainly has). A simple approach is better in that case. However, there is nothing that prevents you from using more accurate formula, except that you will have to recompute coefficients on every external change of position, speed or gravity.
Jun 1, 2019 at 20:17 comment added DMGregory What you're describing in steps 1 & 2 is called (symplectic) Euler integration. It's popular to show in tutorials because it's simple, easy to understand, and easy to build upon (even a reader who's unfamiliar with calculus can reasonably guess at how they'd add a new physics influence into either the velocity or position step). It's not the only tool in use in shipped game systems though.
Jun 1, 2019 at 20:14 history edited DMGregory CC BY-SA 4.0
Formatting. Please remember to use the preview button before posting.
Jun 1, 2019 at 20:06 history asked anonymous CC BY-SA 4.0